Professional Documents
Culture Documents
Volume 1)
The Frozen Wastes:
• 1. An obsidian pendant on a chain of silver, half buried in ice. Requires Attunement. When you
touch the pendant, you must make a DC 15 Wisdom saving throw or forcibly wear it and become
attuned to it. On a successful save, you are immune to this effect and do not need to make further
saving throws when touching it. Once worn, you cannot remove it or break attunement to it
except if targeted by a Remove Curse spell or similar magic. While attuned to it, you have a +2
bonus to Dexterity (Stealth) checks and resistance to cold damage. However, you become
vulnerable to fire damage and have disadvantage on Charisma saving throws. Your skin takes on
a pallid tone, you are always cold to touch, and birds avoid you.
• 2. A ring carved from opal lays at the bottom of a smashed open war chest, glittering with strange
light. Requires Attunement. When within 10ft of the ring after spotting it, you must make a DC
15 Strength saving throw to resist the magnetic pull. On a failed saving throw, the ring is forcibly
worn and you become attuned to it, and it cannot be removed. If the ring is currently being worn,
this effect does not take place. Every 24 hours you may reattempt the saving throw to remove the
ring and break attunement. On a successful throw, you are immune to its effects but cannot
become attuned to it again.
While attuned to it, you can exhale a 15 ft. cone of frozen energy. Each creature in the area of
exhalation must make a Constitution saving throw. A target takes 3d6 cold damage on a failed
save, or half as much on a successful one. After you use this ability, you cannot use it again until
you complete a short or long rest. You also gain a fly speed of 15ft. However, in order to benefit
from short rest, you must spend 2 hours resting instead of 1, and in order to benefit from a long
rest you must spend 10 hours resting instead of 8; or 6 hours in a trance instead of 4, if you are an
Elf or similar race that does not require sleep.
• 3. A small effigy of a devil carved from black ice gleams from a snowdrift. When within 15ft of
the item, you must make a DC 12 Wisdom saving throw if you can see it. On a failed save, you
believe the item is either incredibly valuable and should be coveted, or incredibly dangerous and
should be destroyed. If the effigy is destroyed by any means, the one who destroys it is plagued
with nightmares of laughing demons. This effect can end if they are targeted by a Remove Curse
spell or similar magic. The effigy is a Tiny object with 15 AC, 100 HP, and immunity to all non-
magical attacks and damage.
• 4. A fist-sized gem, glowing with pale light. Requires Attunement. When held, this gem takes on
the colour of your eyes. While attuned to it, you can cast the Phantasmal Force spell from it. After
you use this ability, you cannot use it again until you complete a long rest. If the spell is cast
successfully, there is a 50% chance whatever illusion you chose to inflict on the target is re-
inflicted upon yourself after taking a short rest. You automatically fail any Intelligence
(Investigation) checks to realise the phantom is an illusion, and take 3d6 psychic damage instead
of 1d6 if the phantasm would deal damage to you. The phantasm lasts for 1 minute.
• 5. A dagger made of frozen blood. Requires Attunement. This weapon is sentient, and occupied
by the soul of a minor devil named Khroe-Lea. While attuned to this dagger, attacks made using
it deal an extra 1d6 fire damage, and an extra 1d6 radiant damage to creatures vulnerable to
radiant damage. However, while attuned to this item, you have a -1 penalty to Charisma saving
throws, and any music you hear sounds like Queen songs.
• 2. A wand carved from the tooth of a primordial being, long dead. Requires Attunement. This
wand contains a single charge. You can use an action to expend that charge and cast Power Word
Kill, but there is a 25% chance of the spell targeting a random living creature within 100 ft of the
wand. The wand regains the expended charge one full month after being used. In addition,
whoever is carrying the wand sees the reflection of the last person to die from it whenever they
look into a reflective surface.
• 3. An emerald compass, the hands carved from slivers of bone. This compass always points in the
direction of the nearest demon within 1 mile. While within 1 mile of a demon, the compass drips
with blood.
• 4. A shimmering veil of silver silk, the edges tattered and worn. Requires Attunement. While
attuned to this item, it disappears when you wear it. The veil has 3 charges. As an action, you can
expend a charge to cast Invisibility from it on yourself. However, for 1 hour after each cast, your
head remains invisible to yourself and others. The veil regains all charges every dawn.
• 5. A Warhammer with curses in Abyssal and Infernal carved all over it. Requires Attunement.
This Warhammer is sentient and calls itself Fester. The metal oozes with an acid, reeking of
rotting flesh. Fester delights in all things pungent and decomposing, and likes nothing more than
being covered in fetid matter. Often grumpy, being placed in anything rancid and foul will
appease it. While attuned to this weapon, attacks made using it deal an extra 1d6 acid damage. On
a hit with an attack roll of 19 or 20, it also deals an extra 2d8 poison damage to the target.
However, you suffer a -2 penalty to all Charisma checks and saving throws, and you emit a
terrible smell.
• 2. A rusted iron choker with tarnished gold leaf in the pattern of a chain around the inside.
Requires Attunement. While attuned to this item, you gain advantage on all Strength checks and
saving throws, but each time you make a Deception check, the collar brands a link in the chain
onto your skin.
• 3. A golden quill, the engraved feather sparkling with gem dust. Requires Attunement. This quill
is sentient and calls itself Maite’ar-vhan Desord. It has a jovial disposition and delights in
whispering dreadful puns, and will often comically misspell the things it’s writing. While attuned
to it, you can write in any language simply by asking Maite’ar-vhan to translate it, even if you do
not know the language. However, you need to succeed on a DC 15 Charisma (Persuasion) check,
or run the risk of comedic mistranslations. While attuned, Maite’ar-vhan will always leave ink
stains on your fingers and drip ink spots onto the ground, giving advantage to Wisdom (Survival)
checks made to track you.
• 4. A whip handle, crafted from leather flayed from a humanoid creature. Requires Attunement. As
an action, you can attempt to place a curse on another creature within 50ft that you can see. The
creature must succeed on a DC 15 Constitution saving throw, or be marked. The whip has 9
charges. As an action, you can expend any number of them, targeting the marked creature, who
takes 1d10 bludgeoning damage for each charge expended. However, for every 3 charges
expended, there is a 10% chance you will suffer one level of exhaustion. The ability to curse a
creature, as well as the charges, are restored every dawn.
• 5. A beaten bronze necklace in the shape of Dispater’s face. Requires Attunement. When you
touch this necklace, you must succeed on a DC 15 Wisdom saving throw to resist putting it on
and becoming attuned to it. If worn, the amulet cannot be removed, and if any creature attempts
to remove it, you immediately consider them a violent and dangerous threat to you. This effect
can be broken, and the amulet removed, if you are targeted by a Remove Curse spell or similar
magic.
The necklace is always warm to the touch, and has 5 charges. As an action, you can expend a
charge to cast Melf’s Minute Meteors, or 3 charges to cast Fire Storm from it. Once you expend a
charge, you cannot do so again until you finish a short or long rest. The necklace regains all
charges at dawn; however, at that time you must succeed on a DC 12 Wisdom saving throw, or
begin to believe that a fellow party member is planning to steal the necklace.
• 2. A pair of glasses with lenses made from shimmering opal. Requires Attunement. When you
wear these glasses for the first time, you immediately become attuned to them and cannot remove
them, unless if you are targeted by a Remove Curse spell or similar magic, or you die. While
attuned to them, you can see through all darkness, both magical and non-magical, to a distance of
120ft, and you cannot be blinded by magic. You can also see invisible creatures as a hazy,
smouldering outline of their true shapes and cannot be surprised by invisible creatures. However,
you have disadvantage on any checks and attack rolls that rely on sight while you, or the target of
the check or attack roll, are in sunlight. In addition, you are vulnerable to radiant damage even if
you were previously resistant. If you were immune to radiant damage, you are now resistant to it
instead.
• 3. A scimitar carved from a pale green gemstone with threads of gold and silver running through
it. Requires Attunement. While attuned to this item, as a bonus action after you hit a creature, you
can place a hex on them. This hex lasts for 24 hours, and allows you to know the location of the
creature if they are within 5 miles of you, and cannot be surprised by them while the hex is
active. As an action, you can teleport to the location of the creature at will, appearing in a safe
location within 10ft of it, or the closest unoccupied space. However, while the creature is hexed,
they also know your location as well, and can attempt to teleport to you by succeeding on a DC
15 Intelligence check. If they do so, they cannot use this ability again until they finish a short or
long rest.
• 4. A strange helmet with a thick iron mouth-guard, leaving only the eyes of the wearer on show.
Requires Attunement. When you wear this item while attuned to it, anything you say comes out
as a translation into Infernal, even if you cannot normally speak the language, and you are able to
understand any Infernal spoken to you. If you wish to remove the helmet, you must succeed on a
DC 15 Strength saving throw, or take 1d10 piercing damage and break out into a fit of
uncontrollable laughter. During each long rest, you must make a DC 15 Wisdom saving throw or
suffer terrible nightmares.
• 5. A cloak spun from filaments of absolute darkness. Requires Attunement. While attuned to this
item, you can use an action to become invisible for 10 minutes, while at the same time becoming
numb to your surroundings. You have advantage on any Dexterity (Stealth) checks that rely on
sight, and cannot be sensed by blindsight or tremorsense. However, you also suffer disadvantage
on Wisdom (Perception), Intelligence (Investigation), and Dexterity (Acrobatics) checks,
initiative rolls, as well as Dexterity saving throws. Once the cloak has been activated, you cannot
cancel the effect until the 10 minutes are up. You are also cold to touch for a day after the last
time you used its ability.